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"You guys don't have a clue what you're in for... EVERY time I play this I'm on the edge of my seat (as it should be) AND I am the author."

Zakyrus brings us something to get the heart pounding, and the saliva running...what could be so impressive, you ask? Well, thats simple; Here, for your viewing pleasure, is a teaser video of his mod that has been in production almost as long as Doom III has been out. This video does an awesome job showing off the eye-candy of the NightMare Mod, something to keep in mind while watching this video in that some of the effects in the video such as lighting caustics, destructable objects and electric_fry effect are still in their beta stages - the developer has stated that they will hopefully be improved by the time of release.

"Hell beckons, showing you the path to nightmares..."

One of the interesting features of this mod, is that there are more destructible items created for your shooting pleasure...these include just about all movable objects, from fire extingueshers to laptop computers, there are also pipes built into the levels that, once you shoot them, they will explode...some may release steam while others relese fire; There are also destructable breaker boxes that will shutoff nearby lights or power if blown out, or they can simply damage enemies.

NIGHTAMRE MOD teaser vid
brought to you by Zakyrus
Hell beckons, showing you the path to nightmares...
&quot;Zakyrus Nightmare mod combined with JC_Denton's Enhanced Doom3 will rock your feeble Doom3 World!&quot;
Dedication:
This mod is dedicated to all you hardcore gamers out there who want:
a new challenge
to appease the gaming gods by playing a new mod
to be able to play Doom3 with the highest graphics experience possible
...and to be just scared silly.
Also: vote 10 if you like it or vote 1, or don't vote at all - as fame really means nothing to me, I just wanted to create something spectacular for all to enjoy! --Though I will say with no ego, that this could easily be &quot;Mod of the Year&quot;.
This mod has been under development for a very long time(actually since Doom3 was released). I feel now that Doom 3 can be truely maxed out with the newer graphics technologies that are available, I am almost ready to release a demo. However, before I do so I figured I'd give you all a taste with this spiteful teaser video. Taste the sugar-coated wrath of my workings!
I made this demo video with an 8800GTX, the only reason there is jigger or lag is because of the FRAPS recording process Otherwise I have been getting constant 60FPS. Compare the image quality of the screenshots to the video.
Also, the in-game stuff *does* look so much, much better than what this video or the screenshots can offer (unless of course, you have an obsolete video card). Also, the features in the video are MERELY the beginning! There is SOOOOOO much more! You have NO IDEA. -Let's just say around 2000+ hours of modding... and the uncompressed mod takes up 1.9 gigabytes as of this moment. That should give you an idea of the extreme magnitude of this project. :)
Some of the effects in the video such as lighting caustics, destructable objects and electric_fry effect are still in their beta stages - they will hopefully be improved by the time of release.
Also, by that point I will have burn_lights, debris_lights, and MUCH more! Ha ha!
If you want to know why this mod is called &quot;Zakyrus's Nightmare&quot;... it has nothing to with Nightmare mode, it's because the game will now give you nightmares... watch the video to see what I mean. >:)
You guys don't have a clue what you're in for... EVERY time I play this I'm on the edge of my seat (as it should be) AND I am the author. Mwa ha ha ha ha ha! <---- I laugh with sardonic mirth that echoes out across the Universe!
In Depth:
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Faked Radiosity
-Increased radii of lights and added greater falloff. This makes lights more realistic. You'd *think* that this decreases Doom3's scariness, but actually the highlights on models and actors look scarier than ever before! Scariness due to realism, not &quot;pitch-black&quot; environemets! Also, the environemets are still VERY dark and scary, I assure you that! (you just now see the scariness a little more! he he!)
Increasing the lighting is a tedious process. Every light in all maps have to be changed individually (for optimal effect). This is very time consuming (about 3 hours per map if you want to be sure everything looks good!)
I am only upto Monorail for completed maps, but the maps have stunning lights now!
Also, to enhance this effect. I scaled the light.tga files 2x, and added falloff code to most lights in lights.mtr. To top it off, we use JC_Denton's Faked HDR Bloom shaders, leaving a breathtakingly real lighting system that can't easily be beat!
Faked Caustics:
Basically a special lighting material used for special effects such as Nukaga, Lightning, Lava, Fire, etc. This animated glow/lighting is cast upon all nearby surfaces. Caustic effects have been attached to roundfire1 and roundfire2 and cause those fire effects to look better than ever! (Much better than that round_flicker light that was used for lava before!)
More Destructables:
Most moveable objects are now destructable. From Fire extingueshers to laptop computers... I don't have good particle effects done yet, but the basics are there for now (for when I do get time to add them).
Also, there are now pipes built into the levels that you can shoot and will explode -- some steam others fire!
There's also destructable breaker boxes (effect looks terrible now, but will be improved later) that sometimes can
shutoff nearby lights or power if blown out or they can simply damage enemies!
Random Monster Triggers
Basically, I went through all the maps (only upto Enpro as of now) and added many monsters in places that can jump out at the player, I made all the new monsters hidden until they are called by a randomize script (in the level.script files).
The player walks across a hidden trigger and instead of a normal monster (that the player knew about before hand), the random script is run and one of the new nearby monsters appear. Sometimes you could get attacked by 2 imps from ahead of you, sometimes the two imps come from behind, AND sometimes... you get one behind you while another appears ahead of you. Other cases, they could drop on you from the ceiling or climb out of litteraly any nook and cranny, maybe even bust through the wall to get to you!. You know you are going to get attacked in that area, you just don't know where THEY will come from! So everytime you play the maps, it's a totally different experience. ANYTHING can happen!
Not EVERY monster event has been randomized, but MANY of them are! Things like meeting a monster for the first time are untouched.
RECOMMENDED HARDWARE:
Dual Core CPU
2GB Memory(DDR2)
8800GTX (or ATI equivalant)
...for Ultra Quality to run at 60fps at 16x AA (and ANYTHING less than 60fps is lag, don't ya know?)
MINIMUM HARDWARE:
Dual Core CPU
2GB Memory(DDR2)
7600 or better (or ATI equivalant)
I'm not sure how well this will run on anything less than 8800, but 7800 should work very well if you have Dual Core.
In otherwords, the key here is DUAL CORE (get it if you don't have it yet; multi-multi-taking is so worth the $$$!)
...coming soon!
Release date:
The &quot;Zakyrus Nightmare Mod .5 beta&quot; will be released sometime around Halloween (hopefully).
~which will include:
*JC_Denton Enhanced Doom3 (HEAVILY MODIFIED & integrated with my SDK works)
+Faked HDR lighting with Bloom shift sensitivity (which I enhanced, of course!)
+Faked Radiosity, Caustics, Destructables, and Random Monsters for maps (upto and including Hell)
+Dynamic Combat Paths for Zsecs (even when they randomly appear)
+Zakyrus High-Definition Sound Mod 1.1
Where as I can't list all the features this mod has (the list is about 20K file 0_o) so I will just list a few....
+Support of 32 Surfacetypes; light_metal, electric, ...just to name a few. (each with their own bulletFX!)
+Scary Monster AI with higher predictability (that is they predict what YOU are going to do better)
+Material Types for EVERY surface (this was tedious but worth it! At least 10 hours to do all the .mtr files!)
+Every material has footstep sounds, bullet sounds and effects - even for monsters!
Optional Mods that will be included (recommended, but not required):
Zakyrus English VO Mod 1.1
Thanks to everyone at Doom3World.org who helped in any way, you ALL know who you are!
Special Thanks:
JC_Denton - for letting merge mods. (saving me hours of coding) THANK YOU SO MUCH!
dfama2K7 - your interest in my mod has inspired me to keep going, thanks infinitely!
TheHappyFriar - for helping me with my randomize script and many other things.
rich_is_bored - for helping me understand scripting in general and more.
idSoftware - if you hadn't made this game, I would have nothing to build off of!
Thanks!
Long live the Doom Saga!
Until next time...
&quot;The Almighty Zakyrus&quot;

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